Showing posts with label The Futurians. Show all posts
Showing posts with label The Futurians. Show all posts

Wednesday, November 7, 2012

Sunswift from 'The Futurians'

Sunswift




 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

Neith

F: Ex (20)
A: Ex (20)
S: Rm (30)
E: Un (100)
R: Gd (10)
I: Un (100)
P: Mn (75)

Health: 179
Karma: 185
Popularity: 20
Resource: -

Talents:
Aerial Combat
Knowledge: Ancient Egypt
Knowledge: Astronomy
Mystic Origin*
Knowledge: Inheritors
Knowledge: Future Dynamic Protocols


Powers: Sunswift is a solar being, tied directly to the lifespan of sol, and granted extraordinary abilities. Sunswift's origins are mysterious, but are hinted at both by Avatar and by Vandervecken. Sunswift is clearly the most powerful member of the Futurians, but is limited by her ability to assist her teammates and her solar dependence:
Sunswift has displayed the following powers:

  • Immunity: Fire, Heat, Radiation, Toxins, Disease, Aging*, Energy
  • Solar Dependency: Sunswift's lifespan is tied directly with the sun, meaning while she will live millions of years, she will eventually die. Sunswift begins the game with 1000 points of power, which regenerate through exposure to sunlight. Sunswift must discharge 750 points of energy before entering earth's atmosphere, and can regenerate up to 50 points per solar day. Sunswift must maintain at least forty points to return to the sun, and cannot exceed her abilities while earthbound.
  • Omani-Incarnation Awareness: Sunswift is in contact with her various incarnations and communicate with herself telepathically over any time. As such, Sunswift has the knowledge and experience of herself millions of years in the future, hence her skill listings. Sunswift theoretically knows every language and everything she has ever encountered, read, or experienced.
  • Plasma Generation: Sunswift can fire bolts of plasma up to Mn (75) damage (Heat/Fire/Light side-effects). These bolts do not take away from her power total
  • Energy Sponge: Sunswift can absorb up to 100 points of energy, which replenishes her power pool.
  • Flight: Sunswift can travel up to Cl3000 speeds easily, limiting herself to Un (100) in atmosphere.
  • Healing: Sunswift can heal herself and others by expending points from her power pool.
  • Temperature Control: Sunswift can manipulate the temperature in areas and objects with Am (50) ability
  • Energy Sheath: Sunswift is constantly generating an energy sheath at Un (100) ability. As such, only a few individuals can actually touch Sunswift and not receive serious burns (Even Avatar is hesitant).

Contacts:
Futurians
Future Dynamics
Avatar

Limitations:
Unusual Looks: Sunswift is exotic, but still suffers from unusual looks
Loyal to Earth/Sun: Sunswift is loyal to the people of Earth, and more importantly, to her home
Tied to the Sun: Sunswift is tied to the sun, and as such, what happens to it happens to her.


Note: Sunswift is the only other Futurian not bound by Vandervecken's mind control.

Werehawk from 'The Futurians'

Werehawk


 

 


 

 

 

 

 

 

 

 

 

 

 

Matthew Blackfeather

F: Gd (10)/In (40)
A: Gd (10)/Rm (30)
S: Typ (6)/Rm (30)
E: Ex (20)/In (40)
R: Typ (6)/Pr (4)
I: Gd (10)/Am (50)
P: Gd (10)/Pr (4)

Health: 46/140
Karma: 26/58
Popularity: 0/15
Resources: Gd (10)/Mn (75) as part of Future Dynamics

Talents:
Knowledge: Future Dynamics Protocol
Law*
Knowledge: Geography
Athletics

(as Hawker)
Aerial Combat

Powers:
Future Dynamics Uplift:
Matthew has been genetically uplifted by a combination of radiation/biochemistry/genetic manipulation which grants him superhuman powers. Werehawk has displayed the following powers:
- Transformation: Triggered by stress and/or conscious desire, Werehawk transforms from his normal self into a bloodthirsty combat monster who takes on avian characteristics. Werehawk is completely merciless in his altered form, but is not mindless: While Werehawk cannot speak or act as Matthew Blackfeather, Werehawk does recognize teammates as well as the difference between threats and innocents.
- Claws: Werehawk possesses talons which can rend up to In (40) materials, halving effective defenses and being able to tear through much stronger materials with effort.
- Enhanced Vision: Werehawk's vision is very acute, capable of Ex (20) telescopic vision
- Stealth: While flying, Werehawk can be incredibly stealthy, granting him Gd (10) stealth
- Flight: Werehawk can fly up to Mn (75) speeds, but cannot press his speed any faster. Werehawk as effected a charging attack similar to his avian nature and can do so from two areas.
- Healing: When Werehawk reverts to Matthew, any wound suffered seem to be healed so long as Werehawk has not suffered below 46 points of health.
- Multiple Attacks: Werehawk gains 2 additional melee attacks per round.
- Body resistance: Werehawk has gd (10) protection against physical attacks.

Contacts:
Future Dynamics
The Futurians

Limitations:
VanderVecken Control: As part of the genetic manipulation over centuries, Werehawk and the rest of the Futurians (Except Avatar) are unable to resist the control of VanderVecken. As such, should Werehawk come into conflict with VanderVecken, he will immediately be rendered 'forgetful' and will not remember the incident.

Berserker: Werehawk is a traditional berserker, often flinging himself into combat without knowing the risks.

Uncontrollable Powers: Werehawk cannot easily trigger his transformation, either from Matthew Blackhawk or back to Matthew Blackhawk. While Matthew can trigger the change, it isn't always certain he'll transform. Matthew needs a yellow FEAT to intentional change into Werehawk. Note: Werehawk will never willingly return to Blackhawk while in combat.

Silver Shadow from 'The Futurians'

Silver Shadow

 




 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

Jonathan Darknyte

F: Ex (20)
A: Ex (20)
S: Gd (10)
E: In (40)
R: Gd (10)
I: In (40)
P: Rm (30)

Health: 90
Karma: 80
Popularity: 0/10/20
Resources: Ex (20)/Mn (75) as part of Future Dynamics

Talents:

  • Shadowing
  • Detective/Espionage
  • Martial Arts A, B, E
  • Firearms
  • Marksman*
  • Military
  • Multi-Lingual
  • Knowledge: Security Systems
  • Knowledge: Intelligence Agency Protocols
  • Knowledge: International Criminal Organizations
  • Knowledge: Various modern cultures
  • Acting


Powers:
Silver Shadow benefits from centuries of genetic seeding by future humanity:
Future Dynamics Uplift:
Jonathan has been genetically uplifted by a combination of radiation/biochemistry/genetic manipulation which grants him superhuman powers. The Silver Shadow has displayed the following powers:
- Shadow form: Silver Shadow can convert his body into an intangible shadow form, which renders him immaterial and allows him to move through the narrowest of spaces. While in Shadow form, Silver Shadow is nearly immune to physical damage, although can be affected with light and energy based weaponry and forced into his physical form.
- Shadow Control: More than shadow Shaping, Silver Shadow can affect the shadows in an area he is in with Mn (75) ability, granting him complete control over the darkness in a region. Silver Shadow can animate the darkness, have it completely blind an area, and even move objects and/or affect the physical world at rank level.
- Teleport: Silver Shadow can teleport between shadows and take individuals with him at his power rank. Silver Shadow must have existing shadows capable of shifting dimensions, and actually is believed to be more akin to dimensional travel rather than the traditional line-of-sight teleportation.

Contacts:

  • The Futurians
  • Future Dynamics
  • Various Intelligence agencies around the world


Limitations:

  • VanderVecken Control: As part of the genetic manipulation over centuries, Silver Shadow and the rest of the Futurians (Except Avatar) are unable to resist the control of Vandervecken. As such, should the Silver Shadow come into conflict with Vandervecken, he will immediately be rendered 'forgetful' and will not remember the incident.
  • Need for Darkness The Silver Shadow needs darkness and shadow for his powers to work, and seems very uncomfortable outside of them. As such, light-based attacks do an additional +1cs damage, and can force a Psyche FEAT to force Jonathan back into a physical form. In addition, Jonathan cannot create shadows, but must use the darkness as it exists.



Note:
While Silver Shadow is perhaps one of the more 'straightforward' Futurians in powers, his level of control is perhaps the greatest and his ability to develop new stunts is pretty spiffy. I would actually rate him one of the more powerful figures in the Futurians, perhaps rivaling in his own way Sunswift if given time.

Terrayne the Earth Mover from 'The Futurians'

Terrayne the Earthmover


 


 

 

 

 

 

 

 

 

 

 

Harry Robbins

F: Ex (20)
A: Typ (6)
S: Mn (75)
E: Mn (75)
R: Gd (10)
I: Ex (20)
P: Gd (10)

Health: 176
Karma: 40
Resources: Gd (10)/Mn (75) as part of Future Dynamics
Popularity: 0/10/20

Talents:
Geology
Physics
Athletics
Brawling
Knowledge: Future Dynamics Protocol

Powers:
Future Dynamics Uplift:
Harry has been genetically uplifted by a combination of radiation/biochemistry/genetic manipulation which grants him superhuman powers. Terrayne the Earthmover has displayed the following powers:
- Armor Skin: Am (50) protection from all damage types except Emotional/Mystical/Mental
- Sealed Systems: Am (50)
- Life Support: Terrayne no longer needs to sleep, eat, or even breathe.
- Geo-force: Mn (75) control over the earth, allowing Terrayne to change the environment as necessary
- Geo-Phasing: Terrayne can move through rock and earth as if he had the 'phasing' power. Terrayne can also move objects of various sizes, including a large battle platform, limited by how fast he can move.
- Transformation: Terrayne can change back to his human form by turning his Future Dynamics communicator ring. The ring has an hour charge, and requires 24 hours to recharge. Terrayne's stats as a human are:

F: Ex (20) A: Ex (20) S: Gd (10) E: Ex (20) R: Gd (10) I: Ex (20) P: Gd (10)

- Environmental Awareness: Terrayne can 'sense' when something is not right within an area, and is considered to have Rm (30) Environmental Awareness.

Contacts:
Future Dynamics
BlackMane

Limitations:

VanderVecken Control: As part of the genetic manipulation over centuries, Terrayne and the rest of the Futurians (Except Avatar) are unable to resist the control of Vandervecken. As such, should Terrayne come into conflict with Vandervecken, he will immediately be rendered 'forgetful' and will not remember the incident.

Monstrous Appearance: Terrayne is monstrous in appearance when not in human form, suffering a -1cs reaction bonus when first encountered.

Note: Despite his size and appearance, Terrayne seems the most heroic of the group, and is one of the only ones who seems to be able to return to normal appearance.

Blackmane from 'The Futurians'

BlackMane


 


 

 

 

 

 

 

 

 

 

 

 

 

Walter Bonner

F: Rm (30)
A: Am (50)
S: Rm (30)
E: In (40)
R: Gd (10)
I: Rm (30)
P: Gd (10)

Health: 150
Karma: 50
Popularity: 20
Resources: Gd (10)/Am (50) with Future Dynamics

Talents:
Walter possesses the following talents:
Acrobatics
Tumbling
Martial Arts A, B, C, E
Biology

Powers:
Future Dynamics Uplift:
Walter has been genetically uplifted by a combination of radiation/biochemistry/genetic manipulation which grants him superhuman powers as well as his current form. Walter has displayed the following powers:

  • Natural Weaponry: Claws: Walter's claws allow him to halve effective body armor and do Rm (30) slashing damage.
  • Multiple-Attacks: Walter gains three attacks per round due to his increased ferocity and agility.
  • Natural Weaponry: Fangs: While not shown to bite, It is assumed Walter has Rm (30) biting
  • recovery: Walter can recover from damage with Am (50) ability, being one of the first Futurians to recover from the Inheritor's main weapon, even more so than Avatar.
  • Heighted Senses: Walter's senses have become feline acute, allowing him Ex (20) heightened senses
  • Hyper Running: Walter can move with Ex (20) ability.
  • Hyper Leaping: Walter can leap with Ex (20) ability
  • Regeneration*: While not overtly stated in the graphic novel, it is shown in the short-lived series than Walter might have Regeneration at Ex (20).

Contacts:
Walter is good friends with fellow Futurian Harry Robbins (Terrayne)
Future Dynamics
The Futurians

Limitations:

  • VanderVecken Control: As part of the genetic manipulation over centuries, BlackMane and the rest of the Futurians (Except Avatar) are unable to resist the control of Vandervecken. As such, should BlackMane come into conflict with Vandervecken, he will immediately be rendered 'forgetful' and will not remember the incident. BlackMane seems to suffer more from this control as does Werehawk.
  • Inhuman Appearance: Walter is permanently in his BlackMane form, which suits him fine. Still, BlackMane is one of the more inhuman Futurians, and suffers responses accordingly.
  • Joker: BlackMane has a wry sense of humor, and is more akin to Dr. Hank McCoy.

Note: Walter spoils for a fight, a good old fashioned knock-down knuckle duster, and is often the loudest mouth on the team, as well as the most adjusted to what's happened to him. His sense of humor combined with his bombastic personality made him one of my favorites.

Silkie from 'The Futurians'

Silkie


 


 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

Tracy Winters

F: Gd (10)
A: Ex (20)
S: Gd (10)
E: Rm (30)
R: Gd (10)
I: Ex (20)
P: Rm (30)

Health: 70
Karma: 60
Popularity: 20
Resource: Gd (10)/Am (50) (As part of Future Dynamics).

Talents:

  • Marine Biology
  • Knowledge: Future Dynamics Protocols
  • Underwater Combat
  • Martial Arts C


Powers
Tracy has been genetically uplifted by a combination of radiation/biochemistry/genetic manipulation which grants her superhuman powers. Tracy has displayed the following powers:

  • Water Breathing
  • Water Freedom
  • Hyper Swimming: Am (50) in either human or Manta Form
  • Shape shifting: To Manta Form. In the form Silkie can fly with Rm (30), as well as gains a +1cs to actions underwater (stacking with Underwater combat)
  • Sea-life Communication/Control: Silkie can control sea-life and has shown to be developing her telepathy at Rm (30) rank
  • Bio-Electricity Generation: Silkie can generate bio-electrical blasts of In (40) ability
  • Hydrokinesis: Silkie can control water in most of its forms with Am (50) ability, causing tidal waves or water blasts at rank.

Contacts:

  • The Futurians
  • Future Dynamics
  • Unnamed Brothers and Sisters

Limitations:
  • VanderVecken Control: As part of the genetic manipulation over centuries, Silkie and the rest of the Futurians (Except Avatar) are unable to resist the control of Vandervecken. As such, should Silkie come into conflict with Vandervecken, she will immediately be rendered 'forgetful' and will not remember the incident.
  • Must prove herself: Silkie always feels she is being underestimated and must prove herself, often feeling that she must prove she is not as young as she seems, that being a woman doesn't make her any less effective, etc.
  • Unusual Looks: Silkie has green skin and fins, making her stand out in a crowd and occasionally suffering a -1cs penalty for reactions.


Note: Silkie is the most uncertain of the Futurians and feels a constant need to prove herself. Silkie is however very capable and is still learning what powers she possesses.

 


 

 

Monday, March 28, 2011

Mosquito from 'The Futurians'

Mosquito


































Dana Morgan

F: Ex (20)
A: Rm (30)
S: Typ (6)
E: Rm (30)
R: Gd (10)
I: Gd (10)
P: Gd (10)

Health: 86
Karma: 30
Popularity: 20
Resources: Gd (10)/In (40) as part of Future Dynamics

Talents:
Athletics
Gymnastics
Tumbling
Aerial Combat
Marksman*
Guns
Martial Arts E
Knowledge: Future Dynamics Protocols
Fame*

Powers: Mosquito benefits from centuries of genetic seeding by future humanity:
Future Dynamics Uplift:
Dana has been genetically uplifted by a combination of radiation/biochemistry/genetic manipulation which grants her superhuman powers. Dana has displayed the following powers:

  • True Flight: Rm (30) airspeed
  • Vibration Generation: Mosquito can generate powerful vibrational energies, capable of blasting a hole through steel bulkheads with In (40) ability. As Mosquito has recently gained her powers, it is unknown if she has mastered anything else.


Equipment:
Costume: Dana's costume was shown in the short-lived 3-issue comic series to provide Gd (10) protection vs. physical and energy attacks.

Pistol: Dana possesses a dart pistol capable of firing a range of ammunition. As of the comic series, the pistol was shown to fire two types:
- Sleep Darts: Capable of rendering a target unconscious for up to four hours with Rm (30) intensity
- Explosive Darts: Capable of doing Rm (30) damage to a single person or area.
Dana can fire three darts per round with a 1 area range.


Contacts:
The Futurians
Future Dynamics

Limitations

  • VanderVecken Control: As part of the genetic manipulation over centuries, Mosquito and the rest of the Futurians (Except Avatar) are unable to resist the control of Vandervecken. As such, should Mosquito come into conflict with Vandervecken, she will immediately be rendered 'forgetful' and will not remember the incident.
  • Impulsive: Among all of the Futurians, Mosquito is the most hot-headed and impulsive, which leads her into trouble. Mosquito once threw her gun away believing it only fired tranquilizer darts, only to remember there were other settings.




Note: While Mosquito at first the apparently weakest member of the Futurians, it was strongly hinted she had not fully gained her abilities and/or had others related to her uplifted physiology. It could be surmised these would possibly include vibration related powers or even shrinking.

Avatar from 'The Futurians'

Avatar



Real Name Unknown, Alias is Andrew Pendragon

F: Rm (30)
A: Rm (30)
S: Mn (75)
E: Un (100)
R: Rm (30)
I: Rm (30)
P: Rm (30)

Health:235
Karma: 90
Resources: In (40)/Mn (75) as part of Future Dynamics
Popularity: 20

Talents:
As Avatar has been alive for over three thousand years, he has multiple talents and disciplines. So far, Avatar has shown to possess:
Martial Arts A, B, C, D, E
Business/Finance
Leadership*
Horsemanship
Rope use
Multi-Lingual
Military*
Law*
Medicine*
Knowledge: Inheritors
Knowledge: Superhuman activities
Knowledge: Conspiracies
Knowledge: Ancient World
Knowledge: Art
History
Occult Lore: Egyptian

Avatar theoretically could have dozens of additional talents.


Powers:
Uplifted Physiology: Avatar was one of the first humans to benefit from the genetic seeders that were sent back in time to arm humanity. As such, Avatar already had abilities prior to the genetic uplift performed at Future Dynamics. Avatar's abilities prior to the uplift included:
- Longevity: Avatar does not age, or ages very very slowly. As such, Avatar looks to be in his thirties when in fact he is ancient.
- Recovery: Avatar recovers Endurance ranks with Ex (20) ability
- Danger Sense: Avatar's experience has given him something akin to Danger Sense, allowing him to perceive patterns and danger with Rm (30) ability.
- Omni-Knowledge: Avatar's vast experience has allowed him to make incredibly good guesses with little to no facts or information with Mn (75) ability. Avatar figured out some time in the ancient past that the future had been affecting human development, that there was a war on the horizon, and that he was a product of that evolutionary involvement before evolution was a concept. Avatar can spend two rounds analyzing a situation and make a roll to determine additional facts and/or overlooked details, as well as predict accurately results depending on the color of his FEAT roll.
- Resist: Toxins, Disease, and Poisons: Am (50) resistance. In addition, Avatar has burned out the compulsion that was genetically programmed into each of the Futurians from Vandervecken.

Future Dynamics uplift:
Although already powerful, the further uplift to Avatar granted him additional abilities and powers:
- Superhuman Strength: Avatar's strength was increased to its current limits.
- Superhuman Endurance: Avatar's Endurance was increased to current limits
- True Invulnerability: Amazing (50) True Invulnerability
- True Flight: Mn (75) True Flight
- Hyper Speed: As shown in the comics, Avatar can move in bursts of speed with Rm (30) ability, increasing his reaction times and flight speed accordingly
- Regeneration*: Avatar actually regenerates damage as shown in issue #1 and issue #2 with Ex (20) ability.
- Resist: Power Manipulation: Avatar can resist basic attempts to negate his power with Rm (30) ability.


Contacts:
The Futurians
Sunswift
Pendragon Industries


Limitations:
  • Emotionally Detached: Avatar is perhaps the most detached of the group, which makes him 'cold' to everyone but Sunswift. In addition, Avatar sees the purpose of the Futurians as nothing short of manipulation, and continues to serve as a feeling of necessity for humanity rather than loyalty to the group.
  • Overprotective: Avatar has displayed a sense of overprotective 'fatherly' behavior towards Silkie and Mosquito, and will go out of his way for Sunswift.
  • Overconfident: Avatar is very certain of himself, which has led to his own blindsiding.